Draw the Hill

Draw the Hill Coins, Cars and the Store: What Everything Costs

Published · 3 min read

Draw the Hill has one number that matters, the distance in metres, and one that pays for extras: coins. This guide covers where coins come from, what they buy, and how the screens around a run work, from the “draw here” sheet to the “Try Again!” card.

What is on the screen

Top left, in big handwriting, is the distance of the current run in metres. Under it, in red, is your best, the longest run you have ever made in this browser. When the current run passes it, a small “(NEW RECORD)” line appears under the counter. Below that is COINS, your bank. The dashed box and the pointing hand at the start are only a hint: you can draw anywhere on the paper, not just inside the box.

Where coins come from

Coins are the yellow discs floating in the air along the course, usually near the pipes. The car collects a coin by touching it, so to pick one up your road has to pass through or just under it. They are added to your bank as you go and stay there after the run ends, win or lose.

The store

On the start screen, before you draw anything, there is a square button in the bottom-left corner with a car on it. It opens the store, a row of five vehicles on graph-paper cards with your coin total above them:

  • Red car — the one you start with. Light and quick.
  • Tractor — $400. Big back wheels, a small front, and a roll cage.
  • Pickup — $600. A yellow truck with crates in the back.
  • Pickup with trailer — $800. The same idea with a small trailer hitched on, which makes it longer.
  • Six-wheeler with a cannon — $1000, the most expensive. A green army-style truck on six wheels.

The vehicle you are using has green corner brackets around its card. Click a card you own to switch to it, then press the big arrow button to go back to the paper. Your choice is saved with your coins.

Does the vehicle matter?

Each vehicle is its own shape in the physics engine, with its own wheels, so each one sits on your lines a little differently. The long ones, like the pickup with a trailer, take up more of the road and need more room between the pipes; the small red car is the easiest to squeeze through a gap. Try a new vehicle on a few runs before judging it — the way you draw matters more than what you drive.

How a run ends

A run ends in one of two ways: the car falls off your road, or it stops — in a dip, against a pipe, or halfway up a climb. When it stops, an hourglass appears and counts down. Get the car rolling again before it runs out and the run continues; otherwise the “Try Again!” card appears. Click the green circular arrow on it to start a new run from the pipe. Your best distance and coins carry over. Nothing else does, and there is no level or checkpoint. Every run starts from 0.0 m.

Saving

Best distance, coins and vehicles are kept in your browser’s local storage. Use the same browser on the same computer and they will be there next time. Clearing site data, or playing in a private window, starts you from zero.

Want to earn those coins? Play Draw the Hill, and read how to draw a road that lasts first.

Play Draw the Hill — the full game, free →

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